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I have created this simple shader to have a control more similar to other rendering engines.


Base Color = Diffuse texture. 

Scale = SSS scale, this parameter depends on the scale of your model. 

SSS Mask = This parameter is used to mask areas that you prefer that do not have SSS or if you want to use this shader for other materials without SSS such as plastic, wood, etc. 

Indirect Reduction = 0 It is physically correct, but if you are using a too bright texture this parameter can help you reduce the indirect contribution here is an example https://www.patreon.com/posts/54542979. 

I think the rest of the parameters are self-explanatory, 2 independent layers of specular.

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